Very nice work, and frequent updates (I wonder why there aren't any more comments...) Have you got any parts of the town textured so far? Some of the geometry appears rather complex, so I'm wondering how you're intending to UVW map them...

Regarding your inquiry for a medieval asset pack: there's a Cryengine 2 scenery map called Niveus, which features very good-looking medieval/fantasy assets - the architecture looks fitting to your style so you might be able to use the assets!

The person who textured the Nievus buildings used a UV map from what I've seen. I have some of them in my editor right now and the texturing isn't very HQ close up. I would recommend you use some sort of mapping rather than a UV so you don't waste the UV space.

If you need help with it just ask and I would be happy to dig up a tut for you.

Unfortunately unwrapping and texturing is really much longer process than simply creating 3d models. The main thing which will help to texture huge building in a right case is using decals of shadows as one of model submaterials. Means tiled detailed bricks texture - is one id and see-through shadows at the bottom and under the roof spaces - is another id.

Alternatively you can bake ambient occlusion into the vertex colours of the model, it's a simple procedure and practically free in the engine. High quality occlusion requires a high polycount though (you need additional vertices in the wall sections under canopies and such.

The last two images (and actually all pics) look pretty solid. I'd really suggest to focus on blocking out everything with (relatively) simple geometry and textures, as you are doing now. The textures/geometry can always be changed once you get the entire town/keep together. That way you can really immerse yourself while designing the details and nicknacks.

As for the noise-line-effect that is being produced; its because your textures do not have Mid-maps. These texture handling's will ensure on greater range that the detail is lowered so it doesn't suffer from over saturation of (commonly) dark tones creating a "sharp-line-effect".

A lot of detail can be achieved with smaller props and decals. Not just large flat geometry. I suggest breaking the models down if you have a lot of reoccurring objects so you can place them in the editor rather easily and use them for other props too!

You need to save the textures using the CryTIFF plugin, it generates mip maps automatically. The NVidia DDS plugin for Photoshop should work fine for Cryengine 2; if I remember correctly there are settings for determining the number of mip maps that are being generated upon saving.

All rights reserved. Crytek, Crysis, Crysis Warhead, Crysis Wars and CRYENGINE® are registered trademarks
of Crytek in the EU, the USA & other countries. All other trademarks are property of their respective owners.